|Commander / EDH||Legal|
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|Time Spiral (TSP)||Uncommon|
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Enchantment — Aura
At the beginning of enchanted player's first upkeep each turn, that player gets an additional upkeep step after this step.
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Paradox Haze Discussion
1 week ago
Hey there! I've thought about making a Braids deck in the past, and I've done some other blue shenanigan decks, so I thought I'd share a couple of ideas.
1 week ago
Thanks for the comment! The main reason for some of the mill cards is to get creatures in the yard to reanimate with Scarab God. The goal of the deck isn't really to mill someone out. I ended up taking the storage land out for a swamp. I had it in there just because I already had it lying around. What makes them bad? Just that you could invest mana into them and have them killed with strip mine, or just because they're too slow?
Urborg, Tomb of Yawgmoth is something i'd definitely like to add to the deck eventually, I just didn't want to spend $20 on a land from the beginning. Same goes for Cabal Coffers, which would undoubtedly make the deck better, just don't want to spend the money on one card at the moment.
I think the risk of Paradox Haze is worth the reward. I don't think I'd play it along with Graveborn Muse at the same time if my life total was in danger at all. I definitely understand the concern here though.
Vampiric Rites is interesting. I like the recurring card draw, but I'd also like my sac outlets to be either free or 1 mana to activate. I'll definitely look into it more and see if it fits better in the deck.
Thanks again for the feedback!
1 week ago
Hi! Seems an ibnteresting approach to the Scarab God, though I think you are trying to do too many things at once with this deck.In particular, I think that the mill subtheme you got going on here is a bit too random to really be any good. You could instead consider adding more zombie tribal love (whatever you prefer).On the other hand you have a pretty respectable tutor theme, which in decks whit access to black is always nice.Since you have an expedition map mainboard, I'd consider a future upgrade with Urborg, Tomb of Yawgmoth and Filth... it makes up for a pretty devastating combo of unblockable creatures. While talking lands, consider just flat out removing Dreadship Reef, storage lands are just bad :/I'm dubious about Paradox Haze: it's really strong with your commander's triggered ability, though could also end up killing you if you got your Graveborn Muse out on the field. If you think it's worth, keep it.
I'd consider adding some sacrifice outlet, like Ashnod's Altar, for those are always useful, especially with tribes like zombies, and also cards with repeatable effects for card draw, like Vampiric Rites.Your strongest ability is your commander's triggered ability, so i'd try to consider adding cards that produce A LOT of zombies, in order to close out games even more reliably.
Apart from this, a Scarab God deck is always going to be fun, this is just my opinion!
2 weeks ago
Hi murmer! Nice deck! Here's my $0.02!
First off, love the Paradox Haze idea! So I'll start with tutors to get in out asap!
Drift of Phantasms, Open the Armory, Mastermind's Acquisition, Dimir Machinations and Perplex. I know Zur can tutor for it, but sometimes he's not available and you'll really need it in your hand. Also they can grab other things like Necropotence and such.
I really like Twilight Prophet here. Nice include!
Nice deck! Hope some of this helps!
3 weeks ago
If you use Paradox Haze you can use your Commander's ability twice turn!
3 weeks ago
It effectively doubles your upkeep triggers, allowing you to target multiple opponents.
Additionally, this would allow for half the turns with Azor's Elocutors.
Best of luck with the deck!